Backpack

This is a very very interesting card. It's utility isn't very apparent on first glance. In terms of straight value, Backpack is only ok. It costs an action, a card, and 2 resources in order to draw 3 cards. So basically you've spent an action and two resources to get 2 additional cards. That's not great value.

Where backpack becomes much better is if those cards that you draw synergize with each other. For example, if you're using a Jim deck with Grotesque Statue, Ritual Candles and Chthonian Stone, Backpack will increase the chances that you can have all three cards out at the same time. That is very valuable.

So look to put Backpack in item heavy decks in which the items themselves combo with each other. If the items do not have synergy with each other, I don't think Backpack is very good in terms of straight value.

randplaty · 39
Old Hunting Rifle

The fun part is that when it jams, while shooting an enemy engaged with your partner, it still sort of "shoots" him :)

Dear FFG, this is a terribly Arkham-ish outcome :) C'mon, it jammed! It ain't gonna hurt my friend :)

But jokes aside. Is it any good? Well, it is very good at killing enemies with 3 hit points. Now this is of course great, since 3 is the new 2. And you're doing that with a bonkers bonus of +3 BUT:

  • it takes 2 hand slots
  • it is just so so bad, when it jams, with the enemy engaged

So not only you need an action to unjam it, that grants you a sucker punch from the enemy, but you also lost a precious shell and 2 actions. And recently enemies also like to Retaliate. So... it's a no-no in a lot of scenarios.

But let's find setups in which it may be good, I'm certainly not iterating through all possible options, but what I thought is:

  • You're William Yorick in multiplayer, since your core ability let's you replenish ammo easily. Your company has to have options to help you out, when things go south. So advocate to go first on most occasions, which by the way plays nicely with Take the Initiative. Pack some options, for those corner cases, when your weapon will crap on you, like for example Stunning Blow, to shake off the enemy, or Dodge. You don't want to be that jerk damage dealer, that shouts "Mommy!", just because a mediocre mob got lucky
  • You're Wendy Adams on a solo run and not really using hand slots a lot. Any weapon jams you can succesfully counter with her core ability. And all of a sudden you can deal with some enemies effectively, just like with your evade action. Only now it's for good.

Am I missing something?

Onetribe · 343
Maybe... You are Calvin, you need some heavy destruction tool and you plan to run Against All Odds anyway - you can combo it with OHR for a sure strike; you are Silas, have cool combat stat but the only reliable weapon you can have is Fire Axe so OHR is the second best Survi weapon (unfortunately for OHR some good neutral weapons were released in FA cycle). Still you are right - jamming is painful. Maybe sealing teammate is your uncle? Anyway, that note about pseudojamming during a friendly fire rocks :D — KptMarchewa · 1
I think it’s a good point that this weapon can leave you high and dry against enemies on occasion, so having a high Agility is handy in case of emergencies. Other than that, the big thing I think you missed is Will to Survive, which when paired with this gun will shred through a stack of enemies or a boss. — Death by Chocolate · 1489
If you are Wendy and you aren't really using hand slots why would you not play Ornate Bow instead?? — matt88 · 3210
Side note, baseball bat does not automatically fail with skill. This weapon is just bad on so many levels... — Django · 5154
I was thinking about adding this to an aggressive "Ashcan" Pete deck. The gun raises the terrible two fight to a decent 5 (or 6 if you have a beat cop in play/Dark Horse). If Duke is in play, you aren't as desperate if the gun fails. What do you think? — brerlapine · 19
Wait a minute!!! Will To Survive and Old Hunting Rifle is better than a Lightning Gun. Let that soak in... Survivor has a guaranteed 9 damage round. INSANE — brerlapine · 19
Rita with Ace in the Hole and Swift Reload actually has a guaranteed 15-18 damage round O_O — Zinjanthropus · 230
Defiance

Stealing a joke from the amazing podcast Drawn to the Flame (if you are a big fan of Arkham Horror and haven't heard of them, go listen to them now):

The flavor text should've read "Still no".

So, stolen jokes aside, this card seems like a pretty nice upgrade over the first. Barring Premonition it's hard to know what kind of token you'll draw. Mystic does have more solutions to this (Olive McBride and Dark Prophecy, for example) but Defiance will still miss from time to time.

This version is a lot more reliable, especially when using any mystic trick to draw more tokens, or maybe seal something. However, this card costs 2 XP, which is a big hurdle. The nice thing about Defiance is that since it's 0 XP, you can put it in your starter deck and replace when you get better cards. It having a icon also means it's never really dead: even if you don't have a way to see more tokens or manipulate the bag, you can just commit it and name the token you want to see the least.

For this card, you need to invest 2 XP. That's a big ask, especially on a skill card you'll use once per scenario at most. As such, unless you have a way to ensure you have a token to draw (Dark Prophecy) I don't really think this is worth it.

Oh, and since both Carcosa and Forgotten Age have ways of manipulating the chaos bag based on your choices, I think the 2 XP becomes even less worth it, as especially in Carcosa you will probably know what tokens are in there.

Veronica212 · 299
Flamethrower

Move aside Lightning Gun the new king of weapons is here!

Comparing it directly to Lightning Gun, you save two resources, get one more ammo and do one more damage. Note the damage is multiplicative with the ammo so you get potentially 16 damage to Lightning Gun's 9.

The first drawback is the body slot. Notably this rules out Bandolier. Thus a flame wielding Guardian will have to fully commit to exclusively using the Flamethrower by using Venturer, Extra Ammunition and Custom Ammunition. Contraband is also interesting if it is available to you.

The other disadvantage is you must be engaged with the enemy. Normally you do not want to risk shooting your friends with your high powered guns so you would want to engage anyways but this weapon actively requires you to be engaged. This may mean a loss of an action for a harried investigator. Also you may want to engage multiple enemies so its a good idea to bring Taunt along as well to avoid attacks of opportunity.

It still has one less fight then Lightning Gun but both are usually sufficient to guarantee success on all but the tentacle and the super negative token you get on Hard and Expert.

Overall I think despite these weaknesses this is by far the most efficient purifier of xenos scum, err I mean mythos monsters available today.

The M1918 BAR is also a very fun weapon and may become more efficient against very low health enemies, but there are too few of those around to compete.

ArkhamPirate · 51
Definitely agree - this is truly a new king. I doubted that BAR is able to detronize LG, but here I have no doubt. Just mention that its synergy with Well Prepared rocks. — KptMarchewa · 1
Card links in this review are broken. — TheNameWasTaken · 3
Card links fixed — ArkhamPirate · 51
Also dearly worth considering: The Reliable card. — tercicatrix · 16
I honestly think this card is straight-up overpowered. I thought Lightning Gun was a fantastic build-around for the Guardian class, and this card just trounces Lightning Gun. What a card. — CaiusDrewart · 3183
Rise to the Occasion

Since no-one seems to have noticed, ill just point out that this card fits perfectly into any deck using Dark Horse, where it's restriction is suddenly "at least 1 higher". For Dark Horse Duke ("Ashcan" Pete), This is basically the perfect skill card to go with all your passive stat boosters.

Of course, Even for Dark Horse its basically a 3rd and 4th copy of Unexpected Courage.

Thornstromb · 65
No, the restriction doesn't change, and that's the problem; finding tests that are two-over the base value to use it on. His Intellect 2 and Fight 2 mean that you're looking for Shroud 4 locations and Combat 4 enemies, which aren't as common as you'd think. Of course, having Dark Horse does make passing that a lot more likely... — AndyB · 955
And if you use Duke (who traits your base as higher for tests he’s used in), you need to find Intellect/Combat 6 tests. That said, I think those tests are common enough, and Pete decks don’t really have ‘too conditional cards’, just dog food. MINOR SPOILERS: (You are 100% guaranteed to encounter a must pass test Pete qualifies for in every scenario in Night of the Zealot, and very likely to encounter more, especially with certain treacherous that impede investigations... and agendas that increase monster fight.) — Death by Chocolate · 1489
It's still a situational card, but Pete is where those shine, because you can always at least throw them at Duke — PartyTime · 1
At one point, I thought that it might good for Finn, to help him tackle the 3 willpower mythos. But even there, in 'normal', with 1 point over the test difficulty, you'll only succed 25% of the time or so... — Palefang · 72
AndyB: it is assumed that you arent performing skill tests if you cant reach a value of at least 0-to-win. Under these conditions, RttO is effectively +1 when applicable. with Dark Horse, it's +1. That's what that meant. — Thornstromb · 65
i meant with dark horse it's +2. whoops. — Thornstromb · 65